World Map

TheInquisitor presents his 100% custom XP World tileset. This gigantic set
contains 4000 tiles, over three million pixels, with snow, mountains,
deserts and more exquisite towns than you can shake a Mack&Blue
tileset at.

Welcome to my latest chipset! I noticed a lack of world map chipsets
available so far in the RMXP community, so I thought I'd contribute with
one. So, obviously, this time I've created one for RMXP, a program that
I am still yet to look into, instead of 2K(3). However, creating
chipsets doesn't require the greatest knowledge of what the program can
achieve in the way of making games, so I'll hopefully be making a bunch
of these in the future. Unlike my 2K(3) chipsets, this is absolutely
100% original, instead of mostly original with a few bits and bobs
"borrowed" from commercial games and also has far more options open to
you. Unfortunately, RMXP's tile sets can be more limited than those in
2K3. I certainly found this out when first playing about with a few of
Refmap's RTP material. You can have an unlimited size to the tile set, a
whole extra layer for your maps, but only seven auto-tiles when
compared to the ten that you can have in RPG Maker 2000/3, which means
that interesting maps are much more of a slog to make than they were
before. I believe I've countered this problem by supplying what would
usually be an auto-tile on the main section of the chipset...and this
only took a mere 4000+ tiles. On the plus side, you'd only really need
to use a world map tile set once, so any hard slog wouldn't have to be
endured for too long.

Most of the tile set is taken up by the climate changes that can be
shown by steady alterations in the colour of the grass as it moves from
the greenest it can be to muddy banks or hills, into sandy dunes or into
bitter ice. I hope that this would enrich this whole style of the world
as you can see one area slowly become another without having ridiculous
looking deserts that appear out of nowhere, for example. Whilst this
may look pathetically boring on the actual set, it can produce some
rather effective results, especially when you want your characters to
explore a full range of interesting locations.

There isn't just a range of showy climates though. There are plenty of
locations available (and more coming) so that the world map actually has
some purpose. As well as having detailed towns, there is also the
option to build your own on the map out of individual houses and other
buildings I have left available, or you could just have indivdual places
dotted about over the map. If you don't fancy creating a custom town on
the map, I have also left the buildings without shadows for customizing
your own specific village/town/city design in a graphics program (See
Town Submission). In addition to these, ports and anchored ships are
also there for your enjoyment. I will probably make these into animated
character sets in the future, but for now they are just part of the
chipset to add to certain populated areas. I am also aiming to add a
good number of extra types of location, like cities based on ancient
Japan and temple ruins.

The sea is made up of three auto-tiles itself. You may think this is a
waste, but it gives the sea a fairly nice gradient effect that can be
used to convey certain currents, if used in the best possible way. On
top of this, it can help limit vehicle usage for when travelling the
world map for, no doubt, various side-quest items and magic, or perhaps
help define where some locations are if you want to add an FF9
Chocograph system into your project, or something to that effect.

To go with the chipset, I've provided an example map to go with it as
well, as usual. The map may be a bit sloppy, as I can see a fair few
mistakes unfortunately, but it still provides an idea of the sort of
thing that can be made from the tiles provided so far. With extra
locations and such, that map could be much busier and more interesting. I
hope this map can help you with using the chipset until I can write up a
proper step by step tutorial for some of the harder areas, like the
snow covered patches and coastlines.

In the future you can expect interior and exterior tile sets to complete the
current range and match the style for definite continuity in your game.
I’ve made good progress on both and it should be a matter of months
before the others are completed.
Lastly, I would ask that you do not host this set on your own site, but
instead link to this page if you require. I designed this for the Palace
and I ask you to appreciate this. However, you can use this set in your
games without needing to credit me.